/Engine/Source/Runtime/Engine/Public/StaticLighting.h
A mesh which is used for computing static lighting.
class FStaticLightingMesh : public virtual [FRefCountedObject](API\Runtime\Core\Templates\FRefCountedObject)
const uint32:  ...
bCastShadow
Whether the mesh casts a shadow.
FBox
BoundingBox
The bounding box of the mesh.
const uint32:  ...
bTwoSidedMaterial
Whether the mesh uses a two-sided material.
constUPrimitiv...
Component
The primitive component this mesh was created by.
FGuid
Guid
Unique ID for tracking this lighting mesh during distributed lighting
uint32
HLODChildEndIndex
uint32
HLODChildStartIndex
uint32
HLODTreeIndex
const int32
NumShadingTriangles
The number of shading triangles in the mesh.
const int32
NumShadingVertices
The number of shading vertices in the mesh.
const int32
NumTriangles
The number of triangles in the mesh that will be used for visibility tests.
const int32
NumVertices
The number of vertices in the mesh that will be used for visibility tests.
TArray<TRefCou...
OtherMeshLODs
OtherFStaticLightingMesh's that should be considered the same mesh object (just different LOD), and should not shadow this LOD.
constTArray<U...
RelevantLights
The lights which affect the mesh's primitive.
FGuid
SourceMeshGuid
Cached guid for the source mesh
const int32
TextureCoordinateIndex
The texture coordinate index which is used to parametrize materials.
TArray< int32 >
VisibilityIds
Used for precomputed visibility